LIVE THE LIFE OF A WILD WOLF! WolfQuest is a wildlife simulation game about wolf ecology. Playing as a two-year-old gray wolf in Yellowstone National Park, you'll learn how to live on your own, finding food, meeting other wolves, and searching for a mate. Ultimately, your goal is to find a home and raise your own family.
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17. marras, 2015

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15. syyskuu

Rolling, Rolling, Rolling (Developer's Blog)

We are rolling along with development — and trying not to be the elk in this bug blooper video. I’m indefatigably optimistic about the pace of development, but once again reality has intruded. We’re making steady progress, but each new feature is slower to build and refine than I’d imagined. So alas, we are not going to release WQ 3: Anniversary Edition in 2017. We’re aiming for early 2018 now, and I’m optimistic about that, of course. Tower Fall will then follow that in a few months, we think. We can hear your collective sigh (or primal scream) but remember, the wait will be worth it!

We’ve making progress on many aspects of the game, and accordingly, you all have questions about a lot of aspects of the game. So we’ve picked some of the most common and interesting questions we’ve received for today’s blog post. We will answer more of them next week.

Will there be a way to carry hares or tear off pieces of a carcass and carry it away? Or drag a carcass closer to the den?

Wolves will be able to carry small chunks of food, such as hares. They’ll also be able to pick up some internal parts of larger pray and carry them away. We did some work on tearing off limbs and dragging carcasses, but it’s technically quite difficult to get that to work and look good, so it’s not in the plan currently.

Fun fact: In some regions like northern Minnesota, wolves will often cache food so they can return and eat it later — even though other predators often find those caches and eat them first. But in Yellowstone, prey is so abundant that wolves don’t bother caching. So there will not be caching in the game.

Will we have an option to play as a pup or a yearling?

We fully understand how much players want this! And we think it would be fun too. Our new codebase will make it much easier than before to make any animal playable, so we expect to make playable pups at some point. However, pups are pretty limited in what they can do, so we know we’ll have to create some special game mechanics to make pups worth playing. So playing as pups will have to come later.

Will we see pups grow to adulthood? Will there be an extended life arc for the wolves, so you can play through year after year, raising a series of litters? Will there be an aging system?

Tower Fall will continue the story of the pack from June to November, when the pups are about seven months old. Obviously, they have a lot more growing to do before the parents would be ready to have another litter! Eventually, we would love to carry the story far enough so it would naturally begin another cycle — I imagine that would be Episode 5. And even with that, the game would portray only 18 months in the life of your wolf, so not long enough for any aging effects to appear. In some ways that’s a shame, because scientists do see significant changes over a wolf’s adult life, as they become wiser and more experienced. We hope someday to incorporate that into the game nicely, but you can see it’ll be awhile.

In real life, wolf pack hierarchy changes a lot. If an alpha wolf ages and weakens, it may be edged out by a stronger, younger wolf. That former alpha may sometimes leave the pack and start a new one. Could this be possible in the new episode?

“Alpha” is actually an outdated concept. Dr. David Mech developed the concept early in his career, after watching captive wolf behavior. But as the more he studied wild wolves, he realized that the pack leaders were simply the parents (or breeders, to use the technical term), and they generally remain so for several years at minimum. Dr. Mech has found it challenging, to say the least, to undo the popularity of the “alpha” concept, and as one of our advisors in the original game project, he saw WolfQuest as one way to get the word out.

So in the wild, hierarchies actually don’t change that often. For example, the breeding pair led the Lamar Canyon pack for nine years (until, sadly, the female was shot and killed just outside the park boundary). That’s an especially long tenure, but there definitely is not a lot of turnover of pack leadership, any more than there’s frequent change of parents within a family. In fact, if one of the breeders dies, the pack is likely to break up, with each wolf heading out to find a mate and start a new pack.

Will their be an option so that if our mate dies he/she will stay dead to make the game harder?

We’ve thought about allowing mates to be killed permanently, but it would definitely affect the difficulty of the remaining game. And of course, the follow-up question will then be: If my mate is killed, I should be able to get a new mate by finding another dispersal. Which would be accurate to real wolf behavior! But which means adding all that functionality, and integrating it nicely. That’s what always happens with game design — something sounds so simple, but it creates a cascading series of new issues that have to be dealt with.

Are you enlarging all the maps? Will the bigger maps be replacing the old maps? Will we have the option to choose which version of the maps to play on?

We are making new, bigger and better maps for Amethyst Mountain and Slough Creek. Maybe someday we’ll do the same for Lost River, but it’s low priority for now. WQ 3 will only have the new maps, but WQ 2.7 will be available as a separate app so you can keep both versions on your computer or device.

Will the next episode run on older computers How much "space" do you estimate the new episode will take up on a PC?

For the PC/Mac version, our goal is any computer that can run the current game can run WQ 3. We are adding more quality levels so we can boost the visual quality much further than it is now, but we will do our very best to make the game run decently on older computers. However, since we are adding so much to the game (bigger maps, better graphics, more animals), we can’t yet say how well we can attain this goal. We don’t know exactly how much storage WQ 3 will require, but certainly more than 2 GB.

For the mobile version, we know already that WQ 3 and Tower Fall will not run on cheaper phones and tablets. We expect to have a minimum requirement of 2 GB of RAM memory. (That’s different than storage, which is usually at least 16 GB.) For devices with less RAM, WolfQuest 2.7 will remain available. (And if you buy either version, we think we can make your purchases unlocked on the other version, so if you buy a better device someday, you’ll have those purchases.)

After WQ 3 and Tower Fall are released are there any plans on what else will happen to WQ? (Continued updates, new content, or even taking a break)

One reason we created the new codebase for WQ 3 and Tower Fall is to have a solid foundation for further development in the future. We’re in this for the long run, and we absolutely hope to make more episodes and more maps. (I really want a map with lots of geysers and geothermal areas — those are all further south in Yellowstone so they don’t fit into our main scenario of a wolf pack in Yellowstone’s northern range.) We do have ideas for other games, so we probably won’t work on WQ non-stop but we do not imagine abandoning it. Of course, we can only continue if people keep buying the game — so tell your friends!

If you'd curious to read more about the game, it's history, and its developers, check out this interview that forum user Dj SheepWolf conducted!
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14. syyskuu

Got questions? Post them here for the next blog post!

We know that people have a lot of questions about WQ 3 and Tower Fall, and we try to answer a lot of them here, on the WQ forum, on Facebook, YouTube, and Instagram, -- but in this week's blog post week, I want to address the most common and interesting questions more properly. So if you've got a burning question, post it here (though I may not be able to answer every question, for a variety of reasons, some being "I don't know yet!" Then I'll add them to the FAQs page, so it'll be easily referenced in the future.
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Tietoja pelistä



A wildlife simulation game about wolf ecology.


When the game begins, you are a two-year-old gray wolf born in the Northern Range of Yellowstone National Park. You learned the ways of the wolf in your birth pack. Now it's time for you to learn how to live on your own.Your quest begins on the slopes of Amethyst Mountain and eventually takes you across the Lamar Valley to Slough Creek. There, you and your mate will establish a territory and raise a litter of pups: training them, feeding them, defending them against predators, and finally taking them on a cross-country journey to a summer home. Ultimately, your success will depend on your ability to ensure the survival of your pack.


In single-player games, learn how to hunt elk, communicate with other wolves, find a mate, establish a den and territory, raise pups, and embark on a perilous journey to a summering site.

In multiplayer games, explore the wilderness and hunt elk together, and now raise pups together! This new version features the entire Slough Creek mission arc, from choosing a den to raising pups and traveling to the rendezvous site. There are two types of multiplayer games:
  • Private games: Invite-only, featuring voice, text, and phrase chat.
  • Public games: Anyone can join, phrase chat or (for players age 13 and up) text chat.


This new version improves and expands upon the original game, a grant-funded project that has been downloaded by over five million players around the world since its original release in 2008. Now, for this version 2.7, we've refined gameplay and graphics, added a new player account system with achievements, friends lists, and more, and completely rewrote the animal AI system. We've also added more wolf howls, over two dozen wolf customizations, and emotes -- accurate wolf behaviors to communicate with your packmates. And we created a mysterious new map to explore in single and multiplayer games. As always, there's also an active online community where you can discuss the game with other players and share artwork and stories about wolves. Visit to join in.

MORE NEW STUFF! We've added cougars, moose, foxes, ravens, and a plethora of bird and insect life to the game, along with much richer and varied vegetation.


We're making the long-awaited new episode, in which your pups continue to grow and eventually learn how to hunt! New map, new missions, and new multiplayer modes. Read about it here.

Is this new version worth buying? Find out what players say.


Mac OS X
    • Käyttöjärjestelmä: Windows Vista
    • Prosessori: Dual Core Pentium i3
    • Muisti: 4 GB RAM
    • Grafiikka: Intel 4000, NVIDIA 6800 Ultra, or ATI HD 3670
    • DirectX: Versio 9.0
    • Verkko: Laajakaistayhteys
    • Tallennus: 2 GB vapaata muistia
    • Käyttöjärjestelmä: Windows 7
    • Prosessori: Dual Core Pentium i3
    • Muisti: 4 GB RAM
    • Grafiikka: NVIDIA GeForce 640 series or AMD Radeon HD 6670
    • DirectX: Versio 9.0
    • Verkko: Laajakaistayhteys
    • Tallennus: 4 GB vapaata muistia
    • Käyttöjärjestelmä: 10.8
    • Prosessori: i5
    • Muisti: 4 GB RAM
    • Grafiikka: Intel 4000
    • Verkko: Laajakaistayhteys
    • Tallennus: 2 GB vapaata muistia
    • Käyttöjärjestelmä: 10.8
    • Prosessori: i5
    • Muisti: 4 GB RAM
    • Grafiikka: NVIDIA GeForce 640 series or AMD Radeon HD 6670
    • Verkko: Laajakaistayhteys
    • Tallennus: 2 GB vapaata muistia

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